/* LEDhead Copyright 2001, Peter Hirschberg Author: Peter Hirschberg The current version of this SOURCE CODE as well as the official versions of the LEDHEAD APPLICATION are available from my website at: http://www.peterhirschberg.com Based on the handheld electronic games by Mattel Electronics. All trademarks copyrighted by their respective owners. This program is not affiliated or endorsed by Mattel Electronics. License agreement: This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program (license.txt); if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Email : peter@peterhirschberg.com Website : http://www.peterhirschberg.com */ #ifndef __PLATFORM_ARMORBATTLE_H__ #define __PLATFORM_ARMORBATTLE_H__ // [general] #define armorbattle_digit_spacing 24 #define armorbattle_digit_x 101 #define armorbattle_digit_y 30 #define armorbattle_digit_w 24 #define armorbattle_digit_h 33 #define armorbattle_blip_xspacing 3600 #define armorbattle_blip_yspacing 3600 #define armorbattle_blip_x 49 #define armorbattle_blip_y 78 #define armorbattle_power_x 42 #define armorbattle_power_y 241 // interface that the platform must provide for this game // functions exported to the game context void ArmorBattle_Init(); void ArmorBattle_Help(); void ArmorBattle_DeInit(); void ArmorBattle_Paint(); void ArmorBattle_ClearScreen(); void ArmorBattle_PlaySound(int nSound, unsigned int nFlags); void ArmorBattle_StopSound(); void ArmorBattle_GetSize(int *w, int *h); // "private" functions not exported to game context void ArmorBattle_PlayMineSound(); void ArmorBattle_StopMineSound(); void ArmorBattle_DrawBlip(int nBright, int x, int y); void ArmorBattle_DrawTime(int nTime); int ArmorBattle_GetInputLEFT(BOOL *pChange); int ArmorBattle_GetInputUP(BOOL *pChange); int ArmorBattle_GetInputRIGHT(BOOL *pChange); int ArmorBattle_GetInputDOWN(BOOL *pChange); int ArmorBattle_GetInputFIRE(BOOL *pChange); #endif